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power2084

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Reply with quote  #1 
Hello,

In a recent game we played, we wanted to play at a certain difficulty level BUT the person whose turn it was to be the captain was not very experienced.

So we decided we would give the captain and the crew a more powerful ship to compensate (instead of the Light Cruiser we usually play). And we wanted something with the same feeling as a Light Cruiser. But the only choices with a feeling similar to a heavy cruiser were the Battleship and the Dreadnought: both very powerful ships but quite overpowered for the game level we were playing; just as an example, the Battleship has 250 front shields compared to the Light Cruiser's 80.

So I'm posting here to ask: could we have a new ship class, a heavy cruiser, with capabilites half-way between a Light Cruiser and Battleship ? Like perhaps 130 shields, 3 forward beams, and 2 tubes ?


ryleyra

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Reply with quote  #2 
I've often said that we need something at the same level as the Missile Cruiser. In previous versions I would reduce the strength of the Battleship to make it closer to the same level.

Don't forget you can go in and edit the vesselData yourself. Just make the Light Cruiser 120 shields front and back and that should make it tough enough. You can also use the TSN Sandbox mod, I understand they have a Heavy Cruiser class with a custom model.
power2084

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Reply with quote  #3 

Very useful info, thank you !


But we still need something mid-sized between Light Cruiser and Battleship  [smile]


ryleyra

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Reply with quote  #4 
I agree. I was hoping the Ximni might supply something in that range, but instead their Battleship appears to be even more powerful than the TSN Battleship.

I like your suggestions for the Heavy Cruiser, although I might lean toward a little more shields and the same beams as a Light Cruiser. A Light Cruiser's beams are fine, it just can't stand up to heavy fire for very long. Alternately, the 3 beams could be spread out across a wider arc, so only 2 are active at a time.

power2084

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Reply with quote  #5 
Yup  [frown]
Xavier Wise

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Reply with quote  #6 
Hey,

Feel free to look at the TSN Mod. We have added a whole slew of different ship types, on top of the ships in the base game. You'll still find all the normal ships in the game, but a whole load of others too.

The one that would most fit what you were looking for would be our Battlecruiser. It fits between the battleship and light cruiser perfectly, and acts like the heavy cruiser that you are looking for. It has one 1500 unit narrow beam canon, and then two normal beams. The shields are slightly higher than the Light Cruiser too, but not as high as the battleship.

We also recently added two new light cruiser variants - we call them a Valkyrie class and an Apollo class (the standard light cruiser we call the Artemis class). The Valkyrie has longer range beams and more torpedoes, but slightly weaker shields. It is tailored towards long range attacks. The Apollo has two slightly faster firing beams which face forward, so give a greater overlap. it is tailored towards close range 'fire-fights'. Both are only subtly different to the light cruiser - they are not so specialized that you cannot use them in a normal "solo" game (i.e they still perform light cruisers) - but they do have a different feel to them when playing. 

There are also a couple of different variants that are very different. Try the Interceptor class of ships. They are quick, hard hitting, but have no ordnance what-so-ever. Crews find it incredibly fun to play (particularly if you have a good helm officer)... just be wary of using Warp 4! We upgraded a missile cruiser to a "missile cruiser Mk2" which has a close range defensive beam or taking out those swarms of drones. Oh, and there is a player destroyer (using the neutral model). And a pirate ship..... And loads more!

There are a couple of changes in addition to the ships which are the torpedoes (they give less energy when recycled and are slightly harder hitting) and to energy useage (ships are much more efficient). Both mean that homing torpedoes are weapons and no longer glorified batteries, and you don't have to dock every five minutes to refuel. Engineering changes to a game of managing coolant and heat boosts, rather than having to cut energy constantly to stop you running out of energy. They also have to get damage fixed and shield repaired quick because the "down-time" that there was running too and from a base to refuel is gone. Helm can maneouvre more and fly more cleverly as combats can last longer, and arent a rush to destroy ships before you run out of power. Captain's have to consider the order they attack, things are much faster paced, going from one combat to the next, rather than (again) having the downtime as you return to base to refuel. You also have to plan how you use your ordnance too as you are not returning to base so often e.g. do you use a mine here or not? What about that nuke, could it be used in the next engagement? If you use them will you have to return to base to be able to handle that heavy fleet? It is forgiving for beginners (not stranded in space with no energy) but also provides really great opportunities for high level crews too!

Anyway, I hope that was helpful. I can link the mod if you like. Any questions, just ask!

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power2084

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Reply with quote  #7 
Thanks a lot captain Wise, it's always very nice to hear from a distinguished captain as yourself.

Yes please do link your mod here, and we'll be happy to use it  [smile]

Also I would like to ask, is there anyway to combine your mod with another one we've been using, it's called "WSD Graphics mods only", it only improves graphics such as skyboxes, asteroids, player ships models and enemy ships models.... I'd like to know if a merging is possible and what it would imply.

I've also been using two of your Youtube videos to train recruits here, they're called precisely "Artemis TSN Community Showcase 1 Part 1" and "Artemis TSN Community Showcase 1 Part 2", they have been posted by "wolfpup118", and I was wondering if there are more videos from your group that are in these formats ?

Thank you in advance for your reply.

Xavier Wise

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Reply with quote  #8 
TSN RP Community Mod
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Link to TSN RP Community website
Xavier Wise

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Reply with quote  #9 
The text above is a link to the TSN mod page. We've called it an expansion because its primary aim was to add more ships to the game. It has become more of a mod now though due to the changes I mentioned above. There should also be an option to download 2k skyboxes there too. Using the ones you have already should't be a problem though.

As for the WSD graphics only mod, I believe it might work as it is probably just directly replacing ship models and textures like for like, not actually changing any of the properties of the ship itself. The issue will come with some of the custom models like the minelayer, the battlecruiser and the interceptor. These ships use models and textures created by our mod team and therefore wont have any replacement files from the WSD mod pack. They will still work though. The designs stick with the similar theme to the ships in Artemis, so all fit together alongside other standard ships in game.

There is due to be an update soon to fix the odd bug and add in a ship or two. I would recommend downloading the expansion as close to the date you intend to play as possible just to see if it has been updated. It comes in a zip file so is easy to distribute to computers and updating is as simple as a drag and drop, with the computer copying and replacing files.

Oh, and if you get a GM, have a go with the TSN Sandbox with it too. It'll let you spawn all the different alien races we have added in lioe the N'tani and the dreaded caltons, as well as special Torgoth and Arvonian command ships. You'll even get to spawn in Unukalhai ships! They are all pretty deadly to take on alone though, they were specifically designed so that multiple ships had to team up to take them out.

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cxfAtheus

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Reply with quote  #10 
If you want to mix the two mods, it would work (as far as I know), but it would take a lot of time to merge the two vesseldata files together. When I swapped ship models, I didn't name the new models the same as the stock models were named, so each vessel in the file has extensions that have been changed.

Personally, I wouldn't merge them if it were me (im lazy), there seems a lot of chances for mistakes.
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